Thoughts on Runes Reforged so far

Altiverse··1 votes·408 views

So I've been experimenting with the new Runes and I'd like to express my thoughts about my experience with them so far. First of all, I'd like to say I actually enjoy them a lot. While I bet they're far from being perfectly balanced right now, they're still lots of fun to play with. Yet, I'm addressing balance issues here.

Electrocute I'm starting with this since it's pretty straightforward. I feel like this is the most underwhelming Keystone. Its cooldown is massive, and the damage isn't that rewarding compared to other low-cooldown-damaging Keystones (Press The Attack, Arcane Comet). That being said, I think increasing the damage will make it an even worse balance choice. Reducing the cooldown might be fine, but I think it should be semi-reworked or fully reworked. I still see a lot of people take it (especially on Assassins and Mages that previously had only Thunderlord as their viable pick), but I think it'll quickly fall out as a forgotten Keystone without any changes.

Press The Attack Isn't it slightly too similar to Electrocute? The only difference being that you need 3 basic attacks, which should also be easily possible to proc by any champion but a few mages with a very unresponsive autoattack. With any other champions, I don't see why Electrocute would be a better option over this when it has an extremely low cooldown, and increases damage from all resources. I can even see ranged supports starting to take it simply to increase their ADC's damage output.

Lethal Tempo I think they did a great job balancing this Keystone, looking at it objectively. There's a 1.5sec timer before it kicks in so there's time to disengage from monstrous ADCs that want to obliterate you. The problem with its balance might be for specific champions that can abuse this Keystone too well though. That's why I believe they should balance these specific champions around this Keystone, rather than nerfing the Keystone just so these monstrous ADCs can't abuse it (hello pre-revert Kog'Maw, welcome back), while making it a useless option to consider on any other ones.

Fleet Footwork I'm in love with this Keystone! I don't know why I feel it's so much better than Warlords despite Warlords healing for so much more (do energized attacks charge faster perhaps..? I think they do), but I've been testing it on Vayne top, Ahri and Viktor and I absolutely love it. My only concern is that it forces you to have a fixed 15% AS for whatever secondary path you take, despite it having a 0.2 AP ratio, thus clearly also meant for some AP champions to utilize. Can we atleast get an adaptive AP stat on the Precision + Sorcery path?

Arcane Comet This is my go-to Keystone with almost anything right now. If you have any ranged ability with atleast a slow on it, you're good to go. Lux, Karma, Azir and Bard (meeps proc it! :D), and hell knows how many more champions, can have this Keystone on a nearly 100% hit rate. I've been taking it on a few Assassins as a substitute to Thunderlord and it works absolute wonders. Riven? check (her W makes it too easy). Zed? check (W+E makes it undodgeable). Ekko (poking with Q slows?) check. Kha'Zix? check. This might see a few nerfs in a while >:T

That's it for my thoughts on Keystones that need to be attended. now basic Runes: Absolutely underwhelming runes that need some love: Presence of Mind, Unflinching, Iron Skin, Mirror Shell. Sleeper OP runes: Sudden Impact - Many champions can utilize it to the point of having it nearly, or all the time they're fighting. Having 10 lethality + 8 M.pen with barely any downtime is pretty damn strong. Manaflow Band - I believe it's as good or even better than the highly-controversed Nullifying Orb. It completely fixes mana problems for all but the most mana-hungry mages, making it possible to pass Morellonomicon right into a fully-offensive item like Luden's Echo or Liandry's Torment. Scorch: I love taking it along with Arcane Comet, and every time I do it literally deals over half of the total damage that Arcane Comet does in a game. This makes for some really nasty poke by champions that aren't naturally good at poking. Second Wind - the amount of lane sustain and anti-poke sustain it provides later is absolutely nuts. I'd be taking this on every single champion if only there was anything else good enough to pick along with it on the Resolve path. (Conditioning is fine but isn't as good as other picks in different paths.)

That's it folks! Again, these are just my thoughts :)

3 Comments

Zero Skill Tank1 votes

I'd add Demolish to sleeper OP runes. Although it's underwhelming on actual tanks, it is bonkers on some juggs - they usually have noticeably more HP than tanks, and some of them like Yorick and Nasus take towers quickly naturally, making it super-hard for enemies to defend their objectives.

Also, sudden impact CD starts on expiration (supposedly), so noone can really keep it up all the time.

Altiverse1 votes

Also, sudden impact CD starts on expiration (supposedly), so noone can really keep it up all the time.

Oh! That's great to know. Still, I've been running it on Riven and (considering the number it shows for "total damage dealt in game" is not somehow miscalculated...) its damage is on par or even better than Scorch.

Gandr Adderbane1 votes

The problem with the rune system is it adds SO MANY little cooldowns, buffs and damage to be proc'ed, things to be stacked, that there's far too much to keep track of.

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